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Everything posted by Nightside
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It certainly has been on CKAN in the past. You might get a response from someone more knowledgeable in either of those threads.
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[WIP] Nert's Dev Thread - Current: various updates
Nightside replied to Nertea's topic in KSP1 Mod Development
Wow those look incredible! -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Nightside replied to nightingale's topic in KSP1 Mod Releases
I'm getting the RB errors too, but I don't have Research Bodies installed. However, the fix for RP-0 worked,thanks for that!- 5,225 replies
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Well, you could role play that the "lead ballast" is confidential code for "super secret satellite components" and that you, the lowly rocket designer don't need to know about. But you might be able to actually make it work by making a satellite core part that could be filled with a special resource of "computer processor" or something like that instead of lead ballast. Then missions could require a randomish mass of processor power. Stock missions already require x units of ore in such and such and orbit, it would be easy to require a new resource.
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https://en.wikipedia.org/wiki/Universal_Time Clock shows greenwich mean time, not local time.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Nightside replied to nightingale's topic in KSP1 Mod Releases
Thanks a lot for your work! I really like the new interface. When playing with so many interdependent mods it can be hard to figure out where to post a question!- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Nightside replied to nightingale's topic in KSP1 Mod Releases
I had this problem today too after starting a new career. There were two contracts available to me but I could not accept. After a flight where I collected a few of the starter records contracts I was able to accept no more than one contract from the list (even thought I should have been able to take up to three). Had to go to work so I didn't have time to look into it any further. I suppose it could be something that RP-0 needs to update to catch up with the new version of CC.- 5,225 replies
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Nightside replied to Nertea's topic in KSP1 Mod Releases
This is also an effect of the low delta-v requirements to transfer between stock planets. As the dv needs go up, the propellant mass goes up too, then ratio of wet mass to dry mass becomes more important. This is actually what pushed me over the edge to try an RSS game, in order to build to more realistic design constraints! -
@LordOfMinecraft99 All the parts are showing up for me. I'd recommend deleting and reinstalling.
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[1.4.X] SM Marine, Version 0.9.9.3 KSP xx PSA important
Nightside replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
Ah cool! Thanks. -
[1.4.X] SM Marine, Version 0.9.9.3 KSP xx PSA important
Nightside replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
Thanks for the cool boats to play with! One question:What does Airpark do in the context of this mod? -
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Well it seems like a good time to say thank you for all you hard work making KSP more fun. I hadn't used KCT for a while and just reinstalled to finally do a RSS/RO game. It really does add a level of interest and complexity to the game. Congrats on getting married and doing all the other things, but I'll hold a little hope that you come back even more inspired to make KSP more awesome.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Nightside replied to Ven's topic in KSP1 Mod Development
Ooh, new version! Thank you. -
Hey Overhaulers, What should I consider when creating a realistic engine capable of multiple restarts. I know many 2nd stages are capable of 2 burns, what are the limitations of giving a motor more restart capacity?
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Please forgive if this has already asked but does/will we be able to have hanger wit hstock cargo bay models?
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Another thing you might be interested in is the SSTU mod, specifically that it uses four types of fuels, LFO for kerosene, and mono propellant, and adds LH2 for long burning upper stages, and hyperbolic bipropellant. I like that it covers the main fuel types without forcing a full chemistry lesson. (Though to be honest I kinda like the chemistry lesson). Looking forward to see what you come up with!
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FASTCORP Autogarage - Real Cars for KSP!
Nightside replied to fast_de_la_speed's topic in KSP1 Mod Releases
Looks great! What about a Tesla? -
Does anyone have a thrust curve to share for the SRBs? I'm playing around with that feature and am wondering what others like.
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Reusing other people's models? Is it kosher?
Nightside replied to Tyko's topic in KSP1 C# Plugin Development Help and Support
It is good practice to give attribution to the artists and modders who created the models and textures you might be using, both on the forums and in the part configs themselves. The license to look out for is ARR - All Rights Reserved - you cannot redistribute anything that came with that license.